I've never liked the restrictions of Squad abilities (especially on pieces that have no other ways to boost those stats) and was trying to think of a way to help them without just handing out Gree's CE to new factions. I have also been playing Fire Emblem for the DS and this came to me:

Freelancer (At setup, choose one character on your squad. This character is treated as having the same name as that character, only for the purposes of special abilities whose name contains Squad.)

Put it on a cheap filler piece to cover the more expensive Squad pieces and gaps for people who don't have dozens of certain pieces.

Haven't read through this thread, but in case this idea hasn't come up, I'd like to throw it out there. I posted the same idea on BlooMilk, but figured I'd post it here as well to see what people think of it.

Blast Shield: This character is immune to special abilities whose name contains "Self-Destruct".

Obviously, name could be changed to reflect something in Star Wars canon, but it would be a nice ability. Preferably on a low-to-mid- cost shooter who could base a bomb and take it out.

SeparatistGeneral Grievous Kaleesh Enforcer (Stealth, sniper, accurate shot, deadeye, intuition)Sev'Rance Tann (not sure of the mini represent but give her CE: Droid followers gain splash 10; as well as a rapport for droid larges/huges)Shu Mai (As a Polis Massa medic or a varactyl wrangler; she could grant a rapport of 10 for all separatist huge droid pieces)Tikkes (Quarren Assassin; boosts the quarren pieces with charging assualt and bloodthirsty)Passel Argente (As a Gotal Mercenary, Project Instinction; Replaces attacks, enemy characters within 12 squares gain savage for the rest of the round, save 11. On a save of 1 that character joins your team)Huge (or series 2) Octuptarra Droid (give it ambush, 80 HP and virus droid; when this character is defeated, all living characters within 6 squares are now posioned (each time this character activates it takes 10 damage, save 11 and they are no longer posioned)

Special AbilitiesUnique (Counts as Palpatine)Affinity Order 66 (Characters with Order 66 may be in your squad regardless of faction)Melee Attack (Can attack only adjacent enemies)Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)Vicious Attack (Triple damage instead of double on a critical hit)Execute Order 66 (Cannot be targeted by characters with Order 66)Jedi Purge (Replaces turn: Non-activated enemy characters with Order 66 and in a squad that does not include a character with Jedi Purge, are now considered part of this characters squad for the rest of the round; allies with Order 66 gain Accurate Shot and Jedi Hunter for the rest of the round.)

Force PowersForce 3Force Renewal 1 This character gets 1 Force point each time he activatesMaster of the Force 2 May spend Force points up to 2 times in a single turnForce Lightning 4 Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16Sith Rage Force 1: +10 Damage on all attacks this turnLightsaber Block Force 1: When hit by a melee attack, this character takes no damage with a save of 11Surprise Move Force 1; Once per round, after initiative is determined, this character can immediately move up to his Speed before any other character activates

Commander Effect After setup, choose one unique enemy character with a force rating. Whenever that character makes an attack roll of natural 1, 2, or 3, it joins the opponent's squad until the end of the skirmish.

Flavor Text: "The Sith Lord, Darth Sidious, flawlessly executed his plan to destroy the Jedi Order as it had been known and soon thereafter reorganized the Galactic Republic into the first Galactic Empire; assuming the title of Emperor.

Joined: Sun Sep 02, 2007 2:05 pmPosts: 1276Location: Yes, I am yet another Canadian. Keeping the game alive on life support in the GTA.

HanSolo79 wrote:

Darth Sidious, Imperial Emperor 90 Faction: Imperial

Hit Points: 130Defense: 20Attack: 15Damage: 20

Special AbilitiesUnique (Counts as Palpatine)Affinity Order 66 (Characters with Order 66 may be in your squad regardless of faction)Melee Attack (Can attack only adjacent enemies)Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)Vicious Attack (Triple damage instead of double on a critical hit)Execute Order 66 (Cannot be targeted by characters with Order 66)Jedi Purge (Replaces turn: Non-activated enemy characters with Order 66 and in a squad that does not include a character with Jedi Purge, are now considered part of this characters squad for the rest of the round; allies with Order 66 gain Accurate Shot and Jedi Hunter for the rest of the round.)

Force PowersForce 3Force Renewal 1 This character gets 1 Force point each time he activatesMaster of the Force 2 May spend Force points up to 2 times in a single turnForce Lightning 4 Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16Sith Rage Force 1: +10 Damage on all attacks this turnLightsaber Block Force 1: When hit by a melee attack, this character takes no damage with a save of 11Surprise Move Force 1; Once per round, after initiative is determined, this character can immediately move up to his Speed before any other character activates

Commander Effect After setup, choose one unique enemy character with a force rating. Whenever that character makes an attack roll of natural 1, 2, or 3, it joins the opponent's squad until the end of the skirmish.

Flavor Text: "The Sith Lord, Darth Sidious, flawlessly executed his plan to destroy the Jedi Order as it had been known and soon thereafter reorganized the Galactic Republic into the first Galactic Empire; assuming the title of Emperor.

Surprise Move is no Flow Walk. I don't like how this thread morphed the conversation we had going.

I know I've been out of the loop for a while, but I have a couple of ideas for future sets. Feel free to tweak 'em as you see fit.----------------------------------------------------------------------------------------------------------------------------------------Winter, Targeter [Echani Handmaiden]Rebel/New RepublicCost: 25HP 50Def 15Att +7Dam 20

Special Abilities:Eidetic Memory (When this character is within 6 squares of an enemy commander, this character gains that Commander Effect until the commander or this character is defeated.)Master of Disguise (This character may not be attacked by non-adjacent enemies, Save 16 negates this ability.)Accurate Shot, Twin AttackAffinity, Rapport with Leia (from any faction)

Princess Leia, Lady Vader New RepublicCost: 23HP 50Def 15Att +7Dam 20

Special Abilities:Ruhk and Noghri may be included in this squadUnique

Force 2

Commander Effect:Noghri characters are subject to this Commander Effect. At the end of this character's turn, 1 New Republic follower within 6 squares can make 1 immediate attack at +4 Attack and +10 Damage.

Joined: Sun Sep 02, 2007 2:05 pmPosts: 1276Location: Yes, I am yet another Canadian. Keeping the game alive on life support in the GTA.

R5Don4 wrote:

8. Imperial Commander UCImperialCost 12HP 50DF 14AT 3DM 10

CE

Troopers are treated as having the same name as each other, only for purposes of special abilities whose name contains Squad.

Voren_Chalco wrote:

I've never liked the restrictions of Squad abilities (especially on pieces that have no other ways to boost those stats) and was trying to think of a way to help them without just handing out Gree's CE to new factions. I have also been playing Fire Emblem for the DS and this came to me:

Freelancer (At setup, choose one character on your squad. This character is treated as having the same name as that character, only for the purposes of special abilities whose name contains Squad.)

Put it on a cheap filler piece to cover the more expensive Squad pieces and gaps for people who don't have dozens of certain pieces

Nice idea here but a modified Gree CE would actually bring back the use of the older pieces that don't see play anymore or never saw play because the Squad abilities to were too prohibitive to actually get to work.

Special Abilities:unique (counts as Jacen Solo), melee attack, Double Attack, Greater Mobile Attack, Master Tactician, *new*Body Armor (save 11, reduces damage dealt by 10), Djem So Style Mastery (When hit by a melee attack, make save 11. On a success, this character can make an immediate attack against that attacker at +10 DMG.)

RepublicOmega Squad complete with more squad abilities and affinity for mandos

18Etain Tur-Mukan (use young jedi knight)HP 70Def 17Atk 11Dmg 20SAUniqueAffinity (this character can be on a Mandalorian team)Clone Bodyguard (if an adjacent allied character with Order 66 would take damage from an attack this character can take the damage instead)

Ric Olie (could have pilot ability and commander effect(s) for pilot followers). Maybe 60 or 70 HP and +8 attack with twin. Evade perhaps, -1 cost if in Amidala squad. Like 18 Defense and 10 dmg. with cunning or opportunist. Also, think V-Set 1 is excellent but would like to perhaps see not so many new abilities with every set to come and perhaps build on abilities or utilize them again for new characters. Some new abilities or force powers are great just not too many.

I mentioned on another thread that i would like to see the Jedi Seer group from Knights of the Old Republic. I would like to see them all get a new ability, i would call it something like Future Sight.

Future Sight: This character's activation may count as zero, one or two activations. Immune to the special ability that effects characters activations.

It would help to make the group of Seers playable as a theme team, without being a CE and not affecting other characters.

Geonosian Elite: Ranged attack, +6 Attack, ignores damage reducers

Sun Fac: Geonosian Leader. CE: All Geonosian allies gain Hive Mentality (+2 attack for each Geonosian within 6 range, max of +6.) and Camo (limited stealth, same as stealth except they become a legal target within 10 squares.)

Who is online

Users browsing this forum: No registered users and 0 guests

You cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forumYou cannot post attachments in this forum